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	Falling Iron Portcullis
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		<h1 class="trap">Falling Iron Portcullis<br/><span class="type">Trap</span><br/><span class="level">Level 7 Minion Obstacle<br/><span class="xp">XP 75</span></span></h1><p class="flavor"><i>When a pressure plate is stepped on, a hidden iron portcullis drops from the ceiling, blocking the hallway.</i></p><span class="traplead"><b>Trap:</b> A portcullis drops into 2 adjacent squares when a 2-square-wide pressure plate is stepped on. A secret panel hides the winch that raises the portcullis.</span><span class="trapblocktitle">Perception</span><span class="trapblockbody"><img src="images/bullet.gif" alt=""/>&nbsp;&nbsp;&nbsp;&nbsp; DC 14: The ceiling has a 2-inch-wide slot packed with gray dirt and small stones.</span><span class="trapblockbody"><img src="images/bullet.gif" alt=""/>&nbsp;&nbsp;&nbsp;&nbsp; DC 19: A portion of the floor gives in when pressed down. It might be a trapdoor or pressure plate.</span><span class="trapblockbody"><img src="images/bullet.gif" alt=""/>&nbsp;&nbsp;&nbsp;&nbsp; DC 24: A secret panel in the wall beyond the pressure plate hides the winch that raises the portcullis.</span><span class="trapblocktitle">Trigger</span><span class="trapblockbody">A portcullis falls and blocks the passage when a creature steps on a pressure plate.</span><span class="trapblocktitle">Attack</span><span class="trapblockbody"><b>Immediate Reaction</b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<b>Area</b> 2 adjacent squares<br/></span><span class="trapblockbody"><b>Target: </b>Each creature in the area</span><span class="trapblockbody"><b>Attack: </b>+10 vs. Reflex</span><span class="trapblockbody"><b>Hit: </b>3d8 + 5 damage, and the target is restrained and falls prone. If the target is already prone, it takes no damage, but its turn ends immediately.</span><span class="trapblockbody"><b>Miss: </b>Half damage, and the target is pushed 1 square (roll a d20: 1–10 push forward, 11–20 push back).</span><span class="trapblocktitle">Countermeasures</span><span class="trapblockbody"><img src="images/bullet.gif" alt=""/>&nbsp;&nbsp;&nbsp;&nbsp; A character can jump over a single pressure plate square with an Athletics check (DC 6, or DC 11 without a running start).<br/><img src="images/bullet.gif" alt=""/>&nbsp;&nbsp;&nbsp;&nbsp; A character that has found the winch can crank it up with a DC 8 Athletics check.<br/><img src="images/bullet.gif" alt=""/>&nbsp;&nbsp;&nbsp;&nbsp; A character adjacent to the trap can disable the portcullis or pressure plate with a DC 19 Thievery check.<br/><img src="images/bullet.gif" alt=""/>&nbsp;&nbsp;&nbsp;&nbsp; A restrained character can use the escape action (DC 19) to free himself, moving 1 square but remaining prone.<br/></span><p class="publishedIn">Published in <a href="http://www.wizards.com/default.asp?x=products/dndacc/242060000" target="_new">Dungeon Master's Guide 2</a>, page(s) 67, <a href="http://www.wizards.com/default.asp?x=dnd/dutoc/155" target="_new">Dungeon Magazine 155</a>, page(s) 85, <a href="http://www.wizards.com/dnd/Product.aspx?x=dnd/products/dndacc/251250000" target="_new">HS2 Orcs of Stonefang Pass</a>, page(s) 10.</p>
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